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Core Spawn Seer

Core spawn seers are humanoid arcanists corrupted by the eldritch power of the Elder Evils through blasphemous rites or accursed encounters. Ravaged by otherworldly radiation and disease, their bodies are covered in horrible protrusions of fluorescent crystals, which emit a psychedelic glow from beneath the tattered folds of their robes.  

Core Spawn Seer CR: 13 (10,000 xp)

Medium aberration, chaotic evil
Armor Class: 17
Hit Points: 153 (18d8+72)
Speed: 30 ft

STR

14 +2

DEX

12 +1

CON

18 +4

INT

22 +6

WIS

19 +4

CHA

16 +3

Saving Throws: Dex +6, Int +11, Wis +9, Cha +8
Skills: Perception +9
Damage Immunities: psychic
Condition Immunities: blinded, charmed, frightened
Senses: blindsight 60 ft., tremorsense 60 ft., passive Perception 19
Languages: understands Deep Speech but can't speak
Challenge Rating: 13 (10,000 xp)

At will: Psychedelic Orb. The seer hurls a glimmering orb at one creature it can see within 120 of it. The target must succeed on a DC 19 Wisdom saving throw or take 27 (5d10) psychic damage and suffer a random condition until the start of the seer’s next turn. Roll a d6 for the condition: (1–2) blinded, (3–4) frightened, or (5–6) stunned.


Earth Glide. The seer can traverse through nonmagical, unworked earth and stone. While doing so, the seer doesn’t disturb the material it moves through.   Magic Resistance. The seer has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. The seer uses Fission Staff twice, Psychedelic Orb twice, or each one once.   Fission Staff. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 9 (1d6 + 6) bludgeoning damage plus 18 (4d8) radiant damage, and the target is knocked prone.

Reactions

Fuse Damage. When the seer is hit by an attack, it takes only half of the triggering damage. The first time the seer hits with a melee attack on its next turn, the target takes an extra 1d6 radiant damage.

Genetic Ancestor(s)

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